[PFS] GM Lithrac's The Snows of Summer (AP#67) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town’s soothsayer, Old Mother Theodora, claims dark times lie ahead.

As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman’s escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.

You have been sent by Venture-Captain Adril Hestram - a bear of a man whose prowess in battle is only equated by his girth - to investigate these strange summer snows. His booming voice still echoes in your ears as he gave you your marching order a few days ago. "Find the source of this phenomenon, and report back - and for the love of Aroden, don't get killed!"

Once your character is ready, you can start your adventure by describing and introducing him.

Maybe you have heard some rumors as well? You can include either a Knowledge (local) or a Diplomacy (gather information) check in your first post to reflect what you've heard.

Grand Lodge

Female Human Alchemist 1/Fighter (Lore Warden) 1

Kaelen Stills struts into Heldren with her burly porter, Bruce. She walks with a confidence that doesn't betray her inward nervousness, her short black hair blowing in the breeze of the day. Even with a few missions under her belt, Kaelen still fears failure in the Pathfinder Society, though she's been training to be a member for her entire life.

At first glance, it seems as though Kaelen might be carrying everything she owns on her back—that is, until you look at Bruce, who is carrying far more. Hanging from her belt, filling her pockets, and strapped across her back are weapons, flasks, and other, more unusual vials and containers. She moves with a surprising agility despite the number of trinkets and other items on her person.

Knowledge (local): 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

Dotting so it shows up in my Campaigns tab.

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

For many people living in society, it isn't hard to blend in and remain inconspicuous; however, for Gratmal that isn't possible. People throughout the world are accustomed to seeing half-orcs, and still shun them, but when looking at Gratmal you would doubt that he was half-orc at all as he shows little resemblance to what human blood courses through his body.

Gratmal stands well over 6 feet tall, which makes him taller than near every human that stands before him, and weighs well over 200 pounds based on the size of his chest and legs alone. He wears studded leather armor that is crudely made over top of the strips of cloth he wears as clothing. It is readily observant that Gratmal didn't grow up within the confines of a human city, or perhaps any other "civilized" culture.

As he strides through the city of Heldren many citizens move out of his way since he appears to have little desire to avoid running them over. "I Gratmal." he says in a very rough speech while looking over the rest of the Pathfinders. "Gratmal told he get rich and fight with Pathfinder, so Gratmal come to city." While speaking to the party he turns in a tight circle to make eye contact with each one, revealing his long tusks protruding from his lower jaw.

During his introduction, Gratmal's observers are able to notice the weapons he has strapped to his back. A greataxe with finely honed edges glimmers as it catches a bit of the sunlight, showing that Gratmal has cared for his weapon throughout his adventures. Slightly less noticeable is the longspear strapped down underneath the greataxe.

"Gratmal ready. When Gratmal fight?"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Nearby stands a fellow Pathfinder, a beautiful lithe female with long black hair and pale skin. She wears scale armor and carries a large wooden shield, in addition to a club made from the femur of some large humanoid creature.

Despite her attractive appearance, something seems...off. There is an eerie feel about her. A villager falls and drops a load of apples behind her, but she does not react. It is suddenly clear that the woman is deaf.

While she observes the other Pathfinders, she also looks at no one in particular and scowls or rolls her eyes.

"Shut up," she whispers to no one.

diplomacy (gather information): 1d20 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Male Elf Rogue 1 | HP 8/8 | AC 14; Tch 14; FF 10 | F +1; R +6; W +0 | CMB+4; CMD 14 | Speed 30 ft | Init +4 | Dagger: +2 (1d4) | Perc +6 | SM +0

Avelar turns back from grinning widely at the wench that came by with his ale, "This is the good stuff, yeah? I think I paid that tab off twice over last night." His gloved hand sneakily taps her butt lightly which prompts the woman to cast a deathly glare in his direction before wandering off to the next patron.

"Hm? What did you say?" his attention drawn back slowly to the gathered group. He takes a sip of the ale and sets it down on the table. "Oh, right. Prophecy, mercenary and a trip into the snowy forest. Sounds like a fairy tale, hm?" His jovial demeanor contrasts his stark clothes: mostly leathers laden with straps that hold secure a variety of things from daggers, vials, lockpicks, rope, hooks and some things that are not easily seen. Pale ears peek through his lengthy flat silvery hair and fading green eyes take notice of more than they betray.

Diplomacy (gather information): 1d20 + 6 ⇒ (1) + 6 = 7

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

A tall, wisp of an elven lady with long, silver hair and bright blue eyes wanders into town. She is casual, but seems to be alert, looking around and taking in all of her surroundings. In her hand is a longspear that she uses as a walking stick, and on her back is a huge pack and a long bow. She is so thin and frail looking, one might wonder if the pack is all that is keeping her from blowing away.

As one looks closer, faint tattoos on her face can be seen, and her eyes shine as though there are little specs of silver amidst the blue.

As two children approach her, she smiles. With a wave of her hand, small ice crystals appear and flutter around the children, landing in their hair and on their noses. "Where might I find Venture-Captain Adril Hestram?" she asks.

Upon finding the gathering group, she rummages through her pack, which appears to be mostly blankets and winter clothing. She looks like she has prepared for the snow.

Grand Lodge

Here's what you've heard in Heldren's only tavern, the Silver Stoat, the day before.

Avelar:
Everyone says the weather is unseasonably cold for midsummer—it even snowed in the Border Wood! Most suspect magic is involved, and some fear Qadiran agents played a role in it.

Necress:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off.

Kaelen:
A farmer’s son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest—and heard it talking—then tried to follow it.

A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They’re doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.

Sifvery: Sorry if it wasn't clear, Adril Hestram is your Venture-Captain back in Absalom, who sent you here in Heldren to solve the mystery of the snows of summer. The part about him was a flashback, year-0 style!

People react strangely to your colorful presence, casting strange sideways looks at you, unsure whether your presence bodes weal or woe for them.

Yet somehow you manage to learn of several points of interest in the small town: beside the Silver Stoat, the town also has a temple dedicated to Erastil, an apothecary, a general store, a smithy, a town hall, and even a barber shop! You have also been told about one of Heldren's most prominent citizens, Old Mother Theodora, who -according to the local legends- is as old as the town itself. She can be found in a house in the village outskirts.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress finishes a snide remark to the air and turns to her fellow Pathfinders. She hasn't said much, if anything, to them on the journey here.

"I should have you all know," she says, "that I am deaf."

Surprisingly, she speaks with remarkable clarity.

"I have only been deaf for a few years. I can speak, but cannot hear a word you say, or anything, for that matter."

Except for all of you! Your incessant babbling would drive the strongest mind to insanity!

"If you have anything to say to me, I can read lips...please ensure that I am looking at you if you have anything to say that I need to know."

She pauses for a moment, then adds "I did learn something locally...Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off. Perhaps that is our first clue as to what is happening here."

No, shut up! I'm not going to tell my companions that the dead told me that...

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro stands ready to begin the current assignment ... perhaps even eager.

"With apologies for my late arrival ... I am Hskoro, Scion of the Ancient Brass Dragons at your service."

Hskoro seemed unaware of the strange, and somewhat nervous looks the locals cast his way. He is used to such nearly every place he has been on society business. The moderately armored Nagaji was an odd sight, even to his own clan, for he has specialized in Dwarven Weaponry instead of the more conventional arms they were familiar with. The exception perhaps being the heavy crossbow hanging from the outside of his pack.

"We should go soon I think ... the Border Wood farm seems a fair place to start."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery agrees. "The border wood does seem to be good place to start. Let us go talk to this Dansby"

Grand Lodge

Male Elf Rogue 1 | HP 8/8 | AC 14; Tch 14; FF 10 | F +1; R +6; W +0 | CMB+4; CMD 14 | Speed 30 ft | Init +4 | Dagger: +2 (1d4) | Perc +6 | SM +0

An unabashed chuckle and a smirk crosses his lips, "Well, if anyone is behind this, they'll know we're onto them. I suggest someone scouts ahead so we know what to expect. Anyone here familiar with the layout of the forest or know how to track?" He casually glances over each person, noting their belongings to see if anyone brought any specialized equipment.

"Where are my manners? My name is Avelar. Newly indoctrinated into the society," a lilt in his words hint a background in the River Kingdoms. He acknowledges each person with a nod rather than a handshake then looks from person to person a second time, pausing at the half-orc and the... talking salamander.

"Hiscrow, is it? This is my first time meeting someone of your kind. Where are you from?" His thumbs hook through his belt loops as he tries not to look nervous and apprehensive. He gives an agreeing nod to Sifvery, "Lead the way."

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

Kaelyn, mustering up her courage, speaks confidently.

"I have some skill in tracking, so I can help as we enter the Wood. Strange things are afoot here, though, so perhaps we should gather as much information from town as we can before entering."

Pausing for a moment, Kaelyn continues.

"Bandits seem strange to me as well. A fine group of rangers, the High Sentinels, usually patrol these woods, so it seems odd that bandits were able to attack a caravan on their watch."

Grand Lodge

Old Man Dansby quickly proves to be a red herring and a momentary distraction, as the poor bald man spends about two hours ranting pointlessly about (in no particular order) the bad weather, the alledged thefts in his fields, his mother-in-law foul temper, and the shortage of Three Devils Ale at the Silver Stoat. The man obviously craves for attention and hasn't see anything of use, but a visit paid to him indeed proved distracting.

You return to Heldren, none the wiser about the sudden wintry weather that took the Border Woods.

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

After returning to Heldren without any information to further their cause, Gratmal takes a seat at the bar.

"Gratmal think we visit old lady. She have information." As Gratmal speaks he looks at each individual of the party. Having been separated from humans for most of his life, his interactions are a bit barbaric, but he is usually able to get his intentions across.

Let me know if Gratmal comes off too "dumb." I'm playing him as a half-orc that lived with orcs in the wild most of his life so his interactions aren't very strong as Common isn't his everyday language.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

"It appearss that we must have missed something? We should review what we know."

Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13 to gather more information.

Gratmal wrote:

"Gratmal think we visit old lady. She have information."

"Yess ... the soothsayer may have what we need."

Gratmal seems good so far ... :-)

Grand Lodge

If you think you missed anything, then I suggest you read the first post again. ;)

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

"Gratmal visits old lady. See if she have information." On that note the large half-orc gets up from his seat at the bar and walks to the door of the bar. Before exiting the building the turns back to look at the party.

"Hskoro, come with Gratmal. We talk to old lady. Others come if they want."

Gratmal exits the bar and heads in the direction of the town soothsayer, hoping his party will follow him since he knows his ability to be diplomatic and approachable are sorely lacking.

Grand Lodge

Old Mother Theodora's wooden cabin stands at the eastern edge of town. The venerable woman -some would even say crone- opens her door and invites you in with great kindness. One could say that she reminded you of your favorite grandmother. The smell of herbs emanates from the kitchen, some brewing to make some tea. She offers you a seat, and once she has brought some teacups and scones, she relaxes in her chair. Sipping from her cup, she speaks to you in a calm, soothing voice.

"Well, I've heard you were in town. You're with the Pathfinder Society, right? Welcome to Heldren. I imagine you're not hear for my midwife talents nor my soothsaying, so why don't you tell me what brings you to me?"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress watches the old woman's mouth carefully as she speaks, reading her lips.

"I am sure you have guessed we are here to determine the source of this unnatural winter in the midst of summer. What do you know of this? Have you any clues that might assist us?"

It is clear that Necress, though someone skilled in diplomacy, does not particularly like speaking with people.

diplomacy: 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Theodora smiles gently. "I can't tell you much, except this. Winter-touched creatures now roam these woods, and the frost there goes far beyond what winter usually brings us. By the way, I cannot help but notice that you look ill-equipped for such an exploration - furs would be a good first step towards survival in the Border Woods."

"I also know that one of Lady Argenta Malassene is back in town, seriously wounded by the bandits who apparently kindnapped Her Ladyship. Perhaps he would know more about the dangers you're about to face."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Thank you for your advise," Necress says. "We will be sure to equip ourselves with winter clothing, and also speak with this wounded guard. Do you know how best to combat these winter-touched creatures?" she asks.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet
GM Lithrac wrote:
If you think you missed anything, then I suggest you read the first post again. ;)

Never hurts to ask :-) ... I wasn't sure about the other rumors since they were not shared with the rest of the party ... the diplomacy check was just in case we missed something there.

After finishing our conversation with Theodora, Hskoro heads out to pick up a "Cold Weather Outfit" (8 GP 7 lb.) before meeting back up with the party to question the wounded guard.

Grand Lodge

"My dear," the old lady kindly repies, "if I were a warrior I would know such things, but I am not."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Neither am I a warrior, but sometimes those with much experience pick up useful information. Nevertheless, you have been very helpful. Thank you," she says as she prepares to depart and seek out the wounded guard.

Don't want to rush if anyone else had questions for her...

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

Knowledge (nature) on 'winter-touched': 1d20 + 7 ⇒ (18) + 7 = 25

Also, Kaelyn plans to prepare an Endure Elements extract each day, so she shouldn't need a Cold Weather Outfit.

"I think we should check with the wounded guard—perhaps he will know what types of dangers we put ourselves into."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Let us see what the guard has to say. Winter creatures could mean any number of things, so perhaps he saw something." When everyone is ready, Sifvery heads out looking for this guard.

I already have winter outfit and blanket, so am good to go there. I do not have a tent or shelter of any type, but if this is close enough to town, perhaps we won't need one. Just in case, someone can make a fire as well, right?

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I'm likewise already wearing winter clothing. If anyone needs to buy winter gear, I hope we can pick some up in town. Looks like we are off to see the guard.

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Gratmal listens to the soothsayer's words carefully. It takes him a little bit longer than some to process the information due to his limited use of the common language, but he is able to get by.

Gratmal will buy a Cold-Weather outfit as well. He is used to some cold-weather but better safe than sorry. (-8 GP, +7 lbs). Assuming that the general store has it in stock.

"Let's talk to this guard. He have information Gratmal need."

Following the lead of this fellow party members, Gratmal heads with the group to question the guard.

Grand Lodge

Male Elf Rogue 1 | HP 8/8 | AC 14; Tch 14; FF 10 | F +1; R +6; W +0 | CMB+4; CMD 14 | Speed 30 ft | Init +4 | Dagger: +2 (1d4) | Perc +6 | SM +0

"I don't think all of us needs to be there to talk to one person. I'm going to go find some more information about Border Wood. I'll meet you back at the tavern." Avelar asks the bartender about any information of the area and, failing that, asks if there is anyone else who would know: lumberjack, hunter, ranger, patrol guard, etc. He makes sure to get an idea of the geography, current inhabitants, dangerous animals, odd legends, poisonous plants, things best to avoid, and any provisions they might need. Once he's able to get a firm idea of what awaits them and hopefully a map, he wanders back to the tavern with a cold weather outfit.

(-8gp, +7lbs for the outfit)

knowledge (local): 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

The general store has enough cold weather outfits to sell for all of you, but hasn't got anything else related to winter (snowshoes, ice skates, etc).

Kaelin knows that winter-touched creatures are feys who swore alliegeance to the Winter Witches of Irrisen. Due to their fey nature, they are vulnerable to cold iron weapons, as well as fire (both magical and nonmagical).

Avelar pays the Silver Stoat another visit, but is unable to gather much more information than what you already know. Several lumberjacks can tell, however, that they haven't gone there since the snows have fallen because of the numerous dangerous creatures and animals that inhabit the woods now. There is also the matter of a group of bandits who lurk deep inside, but no one has ever bothered to make a map of the woods. However, a road cuts right through it.

Asking around, you are able to locate where th wounded bodyguard is being cared for, and enter the Willowbark Apothecary shop to find a once-proud ulfen warrior that seems to have lost much of his valor. Seeing you, he waves for you to come closer to speak with him despite the pain he experiences.

"Hail, travelers, I am Yuln Oerstag, retainer to Lady Argentea. I understand you're to go inside the woods? Are you attempting a rescue for my Lady, by chance? If so, I'll be glad to help as much as I can. I'd go with you if I could, but that won't be possible anytime soon."

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

"Many Quesstionss ... Pleassse ... tell us how the attack unfolded ... "

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress watches the man's lips carefully, his heavy beard making it more difficult to see what he is saying.

Grand Lodge

The wounded Ulfen coughs, then miraculously manages to tell his tale without any interruption.

“We thought they were just bandits at first—outlaws who hide like wolves in the forest. They were no match for us. But then came the cold fey of the north. They appeared among us and the battle turned quickly. My people speak of the winter-touched all the time, but I never expected to meet them this far south.”

"They tooky Lady Argentea into the forest, back through the ice and snow. Beyond that, I don’t know. I followed as far as I could, but the winter-touched were too many and too hard to fend off in the snow alone. I barely escaped, and rode to seek help here."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Thank you for sharing your tale, brave Ulfen. We will try to bring back Lady Argentea to safety."

Then to the others, "Do you think there is more to be learned here? I think we should start exploring the forest and see what we can find there, before the trail gets cold." Sorry, couldn't resist.

Sifvery checks her gear and prepares to go. "Is there somewhere around here to get cold iron arrowheads? I am afraid fire isn't really something I want to play with."

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

"Gratmal say we go to forest. We find Lady."

Gratmal's stoic demeanor makes it hard to truly understand his intentions, but his large axe makes it look like he would be a good companion to have in the event a fight breaks out.

-Posted with Wayfinder

Grand Lodge

The apothecary, a calm elf called Tessaraea Willowbark, kindly indicates that you'll be able to buy that kind of arrows at Isker's Smithy, in town. When you're done with your purchases, you set out to find Lady Argentea and hopefully fulfill your mission with the Pathfinder Society.

Feel free to make purchases, I'm already moving on to keep a good pace.

The attack on Lady Argentea took place approximately 6 miles south of Heldren. None of the intervening territory has been affected by the wintry weather over the Border Wood yet, though near the forest, the temperature grows noticeably colder. The road ahead is littered with debris and the corpses of slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturned carriage lies sprawled and broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads deeper into the forest.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet
Sifvery Moon wrote:
"Is there somewhere around here to get cold iron arrowheads? I am afraid fire isn't really something I want to play with."

"I am afraid neither will help me much, as I lack the funds to purchasse ssuch material."

[...]

Hskoro will examine the bodies and the statue ... paying particular attention to wounds and weapons with the hope of maybe finding something that would be effective against the fey.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"A scene of carnage," Necress murmurs.

She walks forward cautiously, looking for any visual clues.

perception (deaf): 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

Those who examine the bodies can also do a Heal check.

Massacre site map

The first carriage (A1 on the map) is overturned and has obviously been thoroughly looted by whoever attacked the caravan. However, the Nagaji manages to find three magnificent courtier's outfit that were left behind by the raiders.

The second carriage (A2)is an expensively decorated one of Taldan origin, as the painted heraldry on it bears witness. Many arrows have found their way into this vehicle, and a spear has been wedged between the door handles to hold them closed. From the inside emanate muffled sounds.

A little further (A3)stands the most gruesome statue you've seen in your entire life. The remains of a Taldan military officer stand there, his slain body mostly enceased in ice. The poor man is no longer intact, as someone carved away pieces of him tht know lie in blocks of slowly melting ice at his feet. A careful inspection reveals that the breastplate the officer wears is still pristine, and one of the ice blocks contains the man's arm, still grasping a finely-wrought longsword.

At the edge of the massacre site, an obvious trail (A4) leads between a a copse of trees and over a snowy plain toward the Border Wood. The tracks are easy to follow (they don't require any Survival check to follow).

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"What a terrible site!"

Sifvery walks over to the second carriage and calls softly, "Hello? Is there someone trapped in there?" She looks for an opening to see in.

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

"Gratmal get person out" the half-orc states as he approaches the carriage. He attempts to remove the weapon that is holding the doors closed.

Strength: 1d20 + 4 ⇒ (5) + 4 = 9

"Grab sword and armor" he says crudely to the rest of the party. "Too nice not to use."

-Posted with Wayfinder

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

"This place makes me uneasy—we should tread carefully." She goes to examine the fine carriage, studying the heraldry.

Knowledge (nobility): 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro attempts to distract Gratmal from opening the door for the moment ...

"Gratmal ... we should be ssure that what we are releassing is a person.

At the same time, readies his heavy crossbow and aims it toward the carriage door ...

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress moves near the carriage.

"Open it," she says to Gratmal.

perception (deaf): 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

Kaelyn recognizes the heraldics of House Argentea, a minor noble house in Taldor, only related to the royal family by a 3rd-degree cousin. However, Lady Argentea did seem to be much loved by the people around Heldren.

Gratmal removes the spear and opens the door. The lack of light keeps the interior of the carriage in the dark for a moment or two, then a groan can be heard. Two walking corpse wearing only a few soiled rags emerge from the vehicle. Their flesh rotting off their bones stinks of a thousand deaths as they stumble forward, arms outstretched.

Knowledge (religion) to identify them.

Initiative:
Initiative (Necress): 1d20 ⇒ 7
Initiative (Kaelen): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Gratmal): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Avelar): 1d20 + 6 ⇒ (17) + 6 = 23
Initiative (Sifvery): 1d20 + 2 ⇒ (6) + 2 = 8
Initiative (Hskoro): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (monster): 1d20 ⇒ 19

Initiative - round 1
1. Avelar
2. monsters
3. Hskoro, Kaelen, Silfvery, Gratmal, Necress
Bold can act!

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"If I help you, you will never trouble me again!" Necress shouts at the undead.

"Do not kill them...yet! One of these seeks my help, and will not leave me in peace until I do!"

Speaking is a free action...can I speak at any time even if I haven't acted yet?

FYI, I'm hoping to use Command Undead to get one of these under my control. Ideally, everyone would delay until after me so I can see which one we should kill.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Actually, with Undead Master I may be able to control both of them...would be nice if they aren't killed.

Grand Lodge

Yes, speaking a short phrase it a free action that can be taken out of turn. Oh, Command Undead is going to be fun!

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I know, I'm giddy with anticipation! This is my first go as a necromancy character...we'll see how this goes! FYI, I also have Undead Master, so I'm treated 4 levels higher for Command Undead...

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